(Redirected from HP)
HPfainting. The HP stat bar is shown throughout the entire duration of a battle, showing how much remaining HP the Pokémon has left, indicated by the colours, Green, Yellow or Red depending on the amount of total Health Points the Pokémon has. Out of all Pokémon, Blissey has the highest base HP at 255 (also the highest possible single stat).
If the Pokémon's HP stat is above the halfway mark then the bar is Green. When the Pokémon's HP lies between 1/2 of the Total HP and a 1/5 of the HP the bar is yellow. Anything then below the 1/5 mark, the bar is red (as seen in the image to the right). Introduced in Generation I as the Pokémons health bar (Of the player) turned red, a beeping noise would be played above the battle soundtrack. In Generation V, that beeping noise is a metronome based on the battle music when one of the player Pokémon's HP is low, in order to emphasise that the Player's Pokémon is about to Faint. This noise shall be played until the Pokémon is either switched out, or a healing item is used that brings the Pokémon's HP to above 1/5 of its maximum HP. (prior to Generation VI). As of Generation VI, only four beeping sounds are heard when the HP bar becomes red (or if the player sends out a Pokémon with a red HP bar).
This stat is the stat that is affected by the Pokémon's Defense stat when using Physical Moves. To raise this stat, level up or make your Pokémon drink a Protein or EV. In addition, X Attack can be used to temporarily boost the a Pokemon's attack stat for the current battle. Currently, in it's Attack Forme, Deoxys boasts the highest base Attack at 180. However out of all non-legendaries, Rampardos remains first with a base Attack of 165 (although Medicham with its ability Pure Power can effectively have and attack stat higher than Rampardos, even though its base stat is only 60).
Defense refers to the Pokémon's ability to take physical damage, and is used in calculating how much damage the Pokémon receives from physical attacks. Low level Pokémon have a lower Defense stat than higher level Pokémon, and the type of Pokémon also affects the Defense stats. The Defense stat can be manipulated in different ways; The use of items, such as the X Defend, can affect the Pokémon's Defense stat, however, the effect of the drug only lasts the duration of the battle or while the Pokémon is in play. The use of a Pokémon move, such as Tail Whip or Harden, can affect a Pokémon's Defense stat. Shuckle currently holds the title for having the largest base Defense stat, maxing at 230 for.
Special Attack is a variant of the Attack stat that was introduced in Generation II. It is determined by the damage dealt by a special move. It can be enhanced by the use of EV training (a formula introduced in Generation III), a Genius Wing or Calcium. Currently Deoxys Attack Forme has the Pokémon with the highest base Special Attack at 180. Chandelure has the highest base Special attack of all Non-Legendary Pokémon at 145, and Mewtwo has the highest base Special Attack of all Non-Event Legendary Pokémon at 154.
This determines how much damage is dealt when a Pokémon is hit by a special move. Shuckle holds the title as the Pokémon that has the highest Sp. Def at 230. The Special Defense Stat can be raised by the use of Clever Wing, EV Training, or using the vitamin Zinc.
Speed is the stat that determines how quickly a Pokémon can act. If the opposing Pokémon's speed is higher (and +1 or -1 etc priority moves aren't used) than the user, they will go first, and vice versa. Some natures that raise speed are the Timid nature and the Jolly nature, one lowering the Attack and the other lowering Sp. Attack. A Carbos raises this. Currently Deoxys in its Speed Forme has the higest base speed of all Pokémon with 180. Ninjask, with base 160 speed, has the highest base speed stat of all Non-Legendary and non-Mythical Pokémon.
The Accuracy stat shows the chances of a Pokémon landing an attack and expresses it as a percentage. At the start of a battle, accuracy is automatically set to 100%. Along with the use of Accuracy increasing items - such as X Accuracy - in Pokémon XD: Gale of Darkness you can raise the accuracy of a Pokémon by using the call action.
The Evasion stat is similar to the accuracy stat, but it determines the chances of the opponent Pokémon landing a hit. At the start of a battle, it is initially set to 100%. The evasion of your Pokémon can be increased as a percentage by using moves such as Double Team (called Evade in Generation I). Likewise Sweet Scent can be used to decrease the percentage again so that the move will be more likely to hit. Trainer's are usually not allowed to raise their Pokemon's evasion stat in competitive battles, although lowering the opponent's accuracy or evasion is allowed.
Formula for Accuracy and Evasion
|P = Abase * Accuracy / Evasion|
- Abase expresses the accuracy of the move as a percentage. (e.g base accuracy of 78 is 0.78)
- Accuracy is the current accuracy of the user as a percentage. (e.g. If accuracy is raised by 3 stages, this number becomes 2)
- Evasion is the current evasion stat of the target as a percentage (e.g. if it is decreased by 2 stages, this figure becomes 0.6).
If P has a greater value then 1, the move will hit. For battles that are 2-on-2 there is a chance that a move will miss some of the target Pokémon that can hit more than one at a time - this is because the value is calculated individually rather than as a culmination.
Determination of Statistics
The base statistics of a Pokémon arguably hold the most influence over the overall final value of the Pokémon's stats at any particular level. If we disregard the addition of Effort Values, Individual Values, and Nature at Level 100 a Pokémon's final stats of Attack, Defence, Special Attack, Special Defence, and Speed will be double their base plus 5 and HP will stand 105 over it's double base (with the exception of Shedinja which will always remain as 1).
- Main Article: Level
When a Pokémon gains a level, some (not necessarily all) of stats become higher. If the Nature is ignored, for each level gained the stats will increase by 1/50 of their base value and 1/100 of their value when combined with IVs and EVs. This formula makes it impossible for a Pokémons stats to decrease upon levelling unless the case arises that the Pokémon it evolves into has a lower base stat total than it's previous evolution.
- Main Article: Nature
Most natures give a boost to a specific while draining the value of another (e.g. An Brave nature increases the Attack stat while decreasing the Speed stat). After all other variables have been calculated, it will be the nature of the Pokémon that enhances the stat that it raises by 110% of its original value, while the stat that has become hindered will be 90% of it's total value. As of Generation IV the stat that is being increased by a nature will be tinted Red, and the value being depleted by the nature will be tinted Blue.
- Main Article: Individual Values
Individual Values are the fundamental causes of one Pokémon of the same species having a different base stat than that of another. Each generation has it's own unique way of calculating this figure.
- Main Article: Effort Values
These are the values that causes trained Pokémon to have a higher stat than that of an untrained one, which is why Pokémon that are trained are stronger than those just caught in the wild. For ever 4 EVs that are earned, a level 100 Pokémon will have +1 in that trained stat. The maximum increase in a stat that an EV can cause is 63 (in two of the 5 stats). A maximum of 255 EVs overall can focussed on just one stat.
To work out the damage (hit points subtracted) a formula is used, as follows:
Damage = ((((2 * Level / 5 + 2) * AttackStat * AttackPower / DefenseStat) / 50) + 2) * STAB * Weakness/Resistance * RandomNumber / 100
- Damage: The final result.
- Level: Your/Opponent Pokémon's current level.
- AttackStat: Your/Opponent Pokémon's Attack/Special Attack stat (the one being used).
- DefenceStat: Your/Opponent Pokémon's Defense/Special Defense stat.
- AttackPower: The moves power.
- STAB: 1.5 if there is STAB, 1 if not.
- Weakness/Resistance: This variable could be 0.25, 0.5, 1, 2, or 4 depending on how effective your attack was. *RandomNumber: Simply a Random Number between 85 and 100.
Generations I & 2
All figures calculated are rounded down to the nearest whole number.
HP = (((IV + Base + (√EV / 8) + 50) * Level) / 50) + 10
Other Stat = (((IV + Base + (√EV / 8) + 50) * Level) / 50) + 5
Generations III & IV
All figures calculated are rounded down to the nearest whole number.
HP = (([IV + (2 * Base) + (EV / 4) + 100] * 100) / 100) + 10
Other Stat = ((([IV + (2 * Base) + (EV / 4)] * Level) / 100) + 5) * Nature
this means that aside from Shedinjas 1 HP, the lowest value for any stat can be 4.
Moves, Items and Abilities can all have an effect in battle and as such they can either raise or lower a certain stat. In Battle modifiers can increase certain stats by a certain amount meaning that a higher starting stat can have a larger change. For each stat, it can be increased by 6 stages as well as being able to be decreased by 6 stages usually expressed as 0 (or 1 as a fraction). Due to the changes being cumulative if a stat were to be increased by 1 stage then decreased by one stage, the stat increase would remain at 0 resulting in no change of that stat. The six stages are; x1.5, x2.0, x2.5, x 3.0, x3.5, and x4.0 and the six stages of decrease are; 2/3, 1/2, 2/5, 1/3, 2/7, and 1/4. Accuracy and Evasion do no apply as they are calculated separably and differently. Some modifications such as Huge Power or Pure Power stack on top of each other and so the above does no apply. If a Pokémon had already collected the 6 stages of increase in Attack and had Pure Power, their attack would be x8 of a normal attack. A variable was introduced in Generation V in which, in a Sandstorm, all Rock-Type Pokémon will gain an increase in defence, which doesn't involve the 6 stages.
List of Stat Modifiers
To measure how much a stat will increase or decrease upon the use of a move, item or ability, apply the following calculations:
Attack, Special Attack, Defense, Special Defense, and Speed
Accuracy & Evasion
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